As long as you have stamina left in your meter, you can use items or merge into walls, and if you wait a few seconds the meter recharges fairly rapidly. There is no set number of items that you can carry thanks to a new stamina bar which controls item usage and wall-merging time. The rental period lasts until you die, after which his pet bird will collect any items you’ve rented and you’ll have to rent them again. Early in the game he takes up residence in your house, and from that point on you can rent as many items as you need from him for a low price. Gone are the days of “enter dungeon, find item, use item to beat the dungeon” instead, items are now available to be rented from a friendly guy in a rabbit costume named Ravio.
#A link between worlds zelda charms series#
The biggest departure from series conventions, however, comes in the way that items are obtained.
The wall-merging mechanic is seamlessly integrated into the game world, allowing you to creatively access places which are otherwise unreachable. It’s the best part about the whole game, and the care and testing it must have taken to make it work throughout the entire world, and to do so fluidly, is commendable. You can also use it to evade damage, giving you a way out if you get backed into a corner by enemies. It’s an absolutely integral part of the game from start to finish, and if you see a treasure that seems out of reach, or a puzzle that’s unsolvable, often the solution will involve merging into the walls. After obtaining this power early in the game, Link can walk up to literally any unobstructed wall in the world and merge into it, taking the form of an Egyptian-styled painting. What keeps this version of Hyrule interesting enough to return to, however, is the new wall-merging mechanic introduced as the main gimmick in A Link Between Worlds. Even the Dark World returns – this time as a separate kingdom called Lorule that is accessed through dimensional cracks located throughout Hyrule – but all it takes is one look to know that it’s the same Dark World from the previous game. Some might call that a throwback, others might call it laziness on Nintendo’s part, but whatever you call it, it’s going to feel overly familiar to people who have played the classic game. The first thing you’ll notice is that A Link Between Worlds takes place in the same world as A Link to the Past – and by that, I mean everything in the overworld is practically identical, right down to the location and size of the trees. The overworld will feel instantly familiar to anyone who’s played A Link to the Past. So I went into A Link Between Worlds without the lofty expectations that nostalgia can bring. I found that the game, while still great, had been eclipsed by more recent entries in the series such as Ocarina of Time and, perhaps more appropriately, The Minish Cap. My first experience playing that game was actually on the GBA, after I had already played several other entries in the series, so I didn’t get to experience the SNES classic during my formative years. Huge disclaimer right from the start: I have no great nostalgia for A Link to the Past. Some of these experiments prove successful, some not so much, but it’s good to see them trying to push aside some of the series’ tropes, and in the end A Link Between Worlds is a decent – if slightly forgettable – romp through a familiar world. However, Nintendo ironically used such a nostalgia trip to experiment with some pretty ambitious tweaks to the Zelda formula. At first glance, A Link Between Worlds looks like a desperate attempt to cash in on gamers’ nostalgia for the SNES classic A Link to the Past, and it definitely does play on nostalgia more often than not.